DUBLIN, August 8, 2016 /PRNewswire/ --
Research and Markets has announced the addition of the "Virtual Reality (VR) - Global Strategic Business Report" report to their offering.
This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World.
Annual estimates and forecasts are provided for the period 2015 through 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs.
The report profiles 125 companies including many key and niche players such as
- Avegant Corp. (US)
- Barco N.V (Belgium)
- CyberGlove Systems LLC (US)
- DeepStream VR (US)
- EON Reality Inc. (US)
- Google Inc. (US)
- Kopin Corporation, Inc. (US)
- Leap Motion, Inc. (US)
- Oculus VR, LLC (US)
- Qualcomm, Inc. (US)
- Rockwell Collins (US)
- Samsung Electronics (South Korea)
- Sensics, Inc. (US)
- Sixense Entertainment, Inc. (US)
- Sony Corporation (Japan)
- Total Immersion (France)
- Virtalis Limited (UK)
- VirtaMed AG (Switzerland)
- Vuzix Corporation (US)
- WorldViz (US)
Key Topics Covered:
1. INDUSTRY OVERVIEW
Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
The Second Wave of VR Will Unleash VR as a Communication System/Interface
The VR Market Ripe for Picking
From a Fictional Concept to a Multi-Billion Dollar Opportunity
Tracing the Evolutionary Path of Virtual Reality Market
Research Work on VR Concepts Traces Back to 1950s
1980s & the 90s
Early Commercialization Efforts
Into the 21st Century
Product Developments for Achieving Commercial Viability
Development of Prototype Oculus Rift HMD in 2012
A Major Breakthrough in VR
More Device Prototypes Come Up in 2014
Companies Keep Up the Tempo with New Product Developments in 2015
Samsung Gear VR Makes Commercial Entry
The First Modern Day Commercial VR Device in the Market
With Many Big Ticket Releases Planned, 2016 to be a Watershed' Year for Commercial VR Products
Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
Facebook's Acquisition of Oculus in 2014 Brings Flood of Corporate & Venture Capital Investments into the VR Industry
Key Statistical Findings Highlighting Investment Scenario in VR & AR Market
Crowdfunding
A Key Private Funding Source
Dissecting the Patent & IP Landscape in the Virtual Reality Market
Participants across the Value Chain Bet Big on Virtual Reality Market
VR Value Chain Participants at a Glance:
Evolution of Target Markets
Virtual Reality Solutions
Evolution of Target Markets Over the Years
Market Outlook
2. NOTEWORTHY TRENDS & GROWTH DRIVERS
Mobile Device Based VR Experience to Drive Initial VR Adoption Wave in Consumer Market
Growing Smartphone Sales
Key Growth Driver
PC & Console Based VR Experience to Drive Massive Revenue Inflow in Medium to Long Term
HMDs to Be Lucrative Device Market for VR
Will Google Cardboard Project Dent Opportunities for VR HMDs?
HMDs for Entertainment & Gaming Applications to be Hot Selling Products
Evolution of App Ecosystem
Must for Growth in VR Market
Application Stores
The Disruptive Force that can Drive Rapid Proliferation of VR
Independent Developers Take the Plunge while Major Studios Wait to Follow
Best Apps for Google Cardboard
Best Apps for Gear VR
Consumer Segment Dominates VR Market
Entertainment Applications
Key Revenue Contributor for VR
VR Gaming
Market Laden with Tremendous Potential for Revenue Generation
Non-Consumer Commercial Applications to Add New Revenue Opportunities for VR in Coming Years
Aerospace & Defense Sector
Another Key End-Use Area in Focus for VR
VR in Healthcare
An Emerging Market with Massive Opportunity for Growth
Healthcare End-Use Applications of VR in a Snapshot
Why does the Healthcare Sector Need VR Technology?
Growth Drivers in a Nutshell
Fully Immersive VR Experience to Drive More Opportunities for VR Solutions
Reduction in Cost of Device
Key Crucible for Success
Open Source Platforms Look to Benefit from the Market
Developed Markets Lead from the Front while Developing Markets to Drive Future Growth
Issues & Challenges
Yet to be Resolved Technology Issues
A Major Concern
Low Resolution of HMDs
Performance Issues from Display Latency of VR Devices
Massive Size of HMDs
Non-Compatibility with Other Devices
Need for Systems with High End Configuration & its Cost Implications
Maintaining Consistent Video Quality
A Major Technology Challenge
Data Storage
A Critical But Often Ignored VR Function
Despite Emergence of New Relatively Inexpensive Model
Cost Continues to Remain a Major Issue
Lack of Awareness & Penetration in Addressable Markets
3. PRODUCT OVERVIEW
Virtual Reality
Introduction
Types of Virtual Reality
Fully Immersive
Non-Immersive
Collaborative
Web-Based
Virtual Reality Solutions
Head-Mounted Display (HMD)
Immersive Rooms
Sensory Gloves
Wands
Applications of virtual reality
Games and Entertainment
Medicine
Industrial Design and Architecture
Education
Scientific Visualization
4. PRODUCT LAUNCHES
Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
Sony and Oculus Set to Introduce VR Device Platforms
Oculus Rolls Out Commercial Variant of Oculus Rift VR Headset Device Platform
Tommy Hilfiger Unveils VR Headsets for Customers
Hulu Set to Introduce Virtual Reality App
Samsung Set to Introduce Gear VR in the Consumer Market
Sony Set for 2016 Launch of VR Headsets in Consumer Market
DIRECTV Introduces Big Knockout Boxing (BKB) VR App
Nokia Introduces Innovative Spherical VR Capable Camera for Creating 3D Movies
HTC Introduces Re Vive VR Headset
HomeLane Introduces Kaleido VR Device
CamSoda Introduces Interactive VR Platform
Microsoft Introduces HoloLens Device Platform
Jaunt Inaugurates Own Movie Studio
Marriot Rolls Out Pilot VR Experience Program
OnePlus Unveils Light VR Headset
Cirque du Soleil Launches Virtual Reality Experience of the Show Kurios
IC Real Tech Launches IC720 360x360 Video Camera with All Round Vision Capabilities
zSpace Unveils VR Experience for Personal Computer Platform
Lexus Offers Customers With VR App to Experience Some of the Fastest Cars Worldwide
Samsung Introduces Gear VR Device Platform
Steam Unveils Beta User Interface Customized to Support VR Devices
Atlantic Productions Inaugurates Alchemy VR Entertainment Studio
EON Reality Inc Unveils EON Experience Portal
Carl Zeiss Forays into VR Headset Market with VR One Platform
DIRTT Unveils Oculus Rift Based ICE® VR Experience
Oculus Unveils Oculus Rift Concept
5. RECENT INDUSTRY ACTIVITY
GoPro Agrees to Buy Spherical Media and Virtual Reality Company
Kolor
Sony Successfully Concludes SoftKinetic Acquisition
Apple Closes Acquisition of Metaio
Apple Acquires Faceshift
Facebook Acquires Surreal Vision
LearnBrite Buys Out Cerritos
Microsoft Successfully Closes Havok Acquisition
HTC Buys Stake in WEVR Virtual Reality Platform
Blippar Successfully Closes Acquisition of Binocular
Nokia to Foray into Virtual Reality Market
Jaunt Partners with 3Mersiv for its Jaunt Studios Venture
Next Galaxy Corp. Enters into Partnership with VR HealthNet
Microsoft Enters into Partnership with Oculus to Market Xbox One Controller bundled with Oculus Rift Platform
Samsung and Marvel Partner to Create Avenger Themed VR-Experience for Galaxy S6 Phone Devices
Google Partners with GoPro to Make VR videos Available on Youtube
GroupM Partners with Happy Finish to Develop Immersive Virtual Reality Based Creative Solutions
Razer Rolls Out Upgraded OSVR Platform Featuring Full HD OLED Display
The Virtual Reality Company (VRC) Partners with Ion Virtual Technology Corporation (IonVR)
Maximum Games Partners with Untold Games for Development of Loading Human' Virtual Reality Based Action/Adventure Game
Facebook Successfully Acquires Oculus
Google Ventures Acquires Stake in VR Technology Startup Jaunt
Oculus and Unity Technologies to Further Deepen Strategic Ties
CSM Brazil in Partnership with EON Reality to Introduce Interactive Virtual Reality Soccer Game
Fleetway Inc Inks Partnership Agreement with Virtalis
6. FOCUS ON SELECT PLAYERS
7. GLOBAL MARKET PERSPECTIVE
Total Companies Profiled: 125 (including Divisions/Subsidiaries 128)
- The United States (73)
- Canada (6)
- Japan (3)
- Europe (33)
- France (6)
- Germany (4)
- The United Kingdom (3)
- Spain (1)
- Rest of Europe (19)
- Asia-Pacific (Excluding Japan) (11)
- Latin America (1)
- Middle East (1)
For more information visit http://www.researchandmarkets.com/research/chzb8l/virtual_reality
Media Contact:
Laura Wood, Senior Manager
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SOURCE Research and Markets
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